[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 11:02 am

Bash only calculates mergeability automatically when a ) the esp/m hasn't already been checked or b ) the esp/m size has changed. So if before that change the esp/m had already been calculated it won't be recalculated unless you manually tell it to or delete bash's data record... so select all and mark mergeable forces a recheck.

Many thanks - that makes sense - wish I had thought of just selecting all - I did it individually :(

Feature Request:
I can't remember if I asked before, but it would be great if the ESPs that should be clicked to get a dot in the checkbox were also highlighted in another colour to make it easy to identify when you can click on a checked ESP.
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KU Fint
 
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Post » Tue May 17, 2011 10:34 am

Many thanks - that makes sense - wish I had thought of just selecting all - I did it individually :(

Feature Request:
I can't remember if I asked before, but it would be great if the ESPs that should be clicked to get a dot in the checkbox were also highlighted in another colour to make it easy to identify when you can click on a checked ESP.

Not all plugins with "import" tags should be deactivated. For example, Slof's Robe Trader is tagged graphics, but it should not be deactivated. There are too many exceptions, so many that the word "exceptions" seems inappropriate. That would confuse many users. There would have to be a "deactivate" flag or something, that tells Bash to deactivate the plugin. That sounds too complicated. For example, book jackets can be deactivated, so that the user is only importing its graphics, but it is suggested that it stays active so that some of the positional fixes it contains are effected. Such a flag could be an inconvenience for some users or certain mod lists.
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kasia
 
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Post » Tue May 17, 2011 5:15 am

Is there any plan to include /ini folders as recognised archive folders by BAIN. Several mods put their relavent .ini file in this folder, but BAIN will skip it :(
Granted most of these mods require a scripted install hence OBMM is used, but for those that don't, the missing ini file causes problems.
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Mistress trades Melissa
 
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Post » Tue May 17, 2011 9:09 am

Is there any plan to include /ini folders as recognised archive folders by BAIN. Several mods put their relavent .ini file in this folder, but BAIN will skip it :(
Granted most of these mods require a scripted install hence OBMM is used, but for those that don't, the missing ini file causes problems.

Manually installing a missing INI from an archive is quicker than using OBMM for me. That folder has been discussed for a while. We just have to wait to see what happens...and I still do not have a mod using that folder...It would be kind of annoying to have to track INI files down in yet another folder, but having Notepad++ helps alleviate that frustration. :)
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naome duncan
 
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Post » Tue May 17, 2011 11:19 am

Not all plugins with "import" tags should be deactivated. For example, Slof's Robe Trader is tagged graphics, but it should not be deactivated. There are too many exceptions, so many that the word "exceptions" seems inappropriate. That would confuse many users. There would have to be a "deactivate" flag or something, that tells Bash to deactivate the plugin. That sounds too complicated. For example, book jackets can be deactivated, so that the user is only importing its graphics, but it is suggested that it stays active so that some of the positional fixes it contains are effected. Such a flag could be an inconvenience for some users or certain mod lists.

You may well be correct. My thinking was that since WB knows to deactivate some mods rather than pace a dot in the check box, it would be useful to have this highlighted programmtically rather than the trial and error method I now use. Of course, it is only a feature request and if it is too difficult to do then I understand - still worth asking :)
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Mariaa EM.
 
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Post » Tue May 17, 2011 9:10 am

Feature Request:
I can't remember if I asked before, but it would be great if the ESPs that should be clicked to get a dot in the checkbox were also highlighted in another colour to make it easy to identify when you can click on a checked ESP.

now that is funny... I was thinking of something like that - a 'deactivate' tag; which would show up on mod checker as a suggestion to deactivate and replace the longer commetns in the BOSS masterlist with just that tag... and a different colour sounds good too.

Not all plugins with "import" tags should be deactivated. For example, Slof's Robe Trader is tagged graphics, but it should not be deactivated. There are too many exceptions, so many that the word "exceptions" seems inappropriate. That would confuse many users. There would have to be a "deactivate" flag or something, that tells Bash to deactivate the plugin. That sounds too complicated. For example, book jackets can be deactivated, so that the user is only importing its graphics, but it is suggested that it stays active so that some of the positional fixes it contains are effected. Such a flag could be an inconvenience for some users or certain mod lists.

well it is just a suggestion; like the BOSS masterlist's other tags. but I think many users would find it helpful (hey I'd find it a speed saver).
Pacific Morrowind
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Gaelle Courant
 
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Post » Tue May 17, 2011 8:24 am

I'm not sure if this is an issue with BAIN or with PiiiP- Enhanced Grabbing, but Bain refuses to install the readme. It's a rich text format file, and it's on the same level in the archive as the .esp and the .ini, and it's listed under the "Configured files" in Bain, but it won't get copied over, and the archive ends up perpetually colored red because of it.
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BRAD MONTGOMERY
 
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Post » Tue May 17, 2011 6:26 am

It's got something to do with the filename.

Truncate it to something else in your archive and it will work fine.
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Pumpkin
 
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Post » Tue May 17, 2011 9:00 am

Yep, that did the trick. Thanks, I had no idea about that :)
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Guy Pearce
 
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Post » Tue May 17, 2011 1:29 pm

the wrye bash launcher.pyw will automatically be opened by whatever python is your default install.
If it isn't you can do a batch file like so:
%PYTHON% "Wrye Bash Launcher.pyw"

repalcing %PYTHON% wiht the path to your python.exe - unless you have set up PYTHON as an environment variable.

Tried that. I've got Python in C:\Python26, so I typed

C:\Python26\python.exe "Wrye Bash Launcher.pyw"


It pops up a command window for a brief second, then it closes and nothing else happens. :( I even tried the % before and after the address, to no avail. My actual WB launcher, and all of the other Python files in the Mopy folder, have the default Windows icon (the "Uh, I don't know what this stuff uses" icon) instead of the Python one.
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Steve Smith
 
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Post » Tue May 17, 2011 8:57 am

C:\Python26\pythonw.exe "C:\games\Oblivion\Mopy\bash.py"

Edit: 1) Right-click on bash.py 2) choose copy 3) right-click somewhere else 4) choose paste shortcut 5) right-click on the shortcut 6) choose properties 7) change target to resemble the above, where the section path (in quotes) is the full path to bash.py (in quotes).
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Tyrel
 
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Post » Tue May 17, 2011 9:28 am

It's not possible to import an NPC's spells, right? If by any chance it is, which Tag do I need to use?

EDIT: And why do WB change the order of the AI Packages when importing them?
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Ashley Campos
 
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Post » Tue May 17, 2011 4:05 am

Tried that. I've got Python in C:\Python26, so I typed

C:\Python26\python.exe "Wrye Bash Launcher.pyw"


It pops up a command window for a brief second, then it closes and nothing else happens. :( I even tried the % before and after the address, to no avail. My actual WB launcher, and all of the other Python files in the Mopy folder, have the default Windows icon (the "Uh, I don't know what this stuff uses" icon) instead of the Python one.

oh your command window does have to be cd'd (or chdir) to the location that Wrye Bash Launcher.pyw is - or use the full path to Wrye Bash Launcher (ie
C:\Python26\python.exe "C:\Program FIles\Bethesa\Oblivion\Mopy\Wrye Bash Launcher.pyw"

Pacific Morrowind
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Krystina Proietti
 
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Post » Tue May 17, 2011 6:52 am

Can't you just Right click- Open With??
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Rebecca Dosch
 
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Post » Tue May 17, 2011 6:53 am

C:\Python26\pythonw.exe "C:\games\Oblivion\Mopy\bash.py"

Edit: 1) Right-click on bash.py 2) choose copy 3) right-click somewhere else 4) choose paste shortcut 5) right-click on the shortcut 6) choose properties 7) change target to resemble the above, where the section path (in quotes) is the full path to bash.py (in quotes).

Uh... huh? There's no "Target" anywhere in Properties.

oh your command window does have to be cd'd (or chdir) to the location that Wrye Bash Launcher.pyw is - or use the full path to Wrye Bash Launcher (ie
C:\Python26\python.exe "C:\Program FIles\Bethesa\Oblivion\Mopy\Wrye Bash Launcher.pyw"

Pacific Morrowind

That worked... except that it takes quite a bit longer to open WB, and I have a command window open at the same time. :confused: Thanks for the quick response, though. :)

Can't you just Right click- Open With??

Not unless I have a program to open it with, which I don't. Python.exe is an application, not a program.
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Ymani Hood
 
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Post » Tue May 17, 2011 1:33 am

I'm using pythonw
**Haven't noticed any problems running bash at all... :whistling:
***Tried Python.exe, the only differance I noticed Python.exe leaves a connand box open... :(
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Barbequtie
 
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Post » Tue May 17, 2011 1:13 pm

Uh... huh? There's no "Target" anywhere in Properties.


That worked... except that it takes quite a bit longer to open WB, and I have a command window open at the same time. :confused: Thanks for the quick response, though. :)


Not unless I have a program to open it with, which I don't. Python.exe is an application, not a program.


On 'Wrye Bash Launcher.pyw':
  • Right Click->Open With...
  • On the dialog that opens up, select 'Browse...'
  • Browse for the location of your python install, use 'pythonw.exe'

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danni Marchant
 
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Post » Tue May 17, 2011 5:59 am

now that is funny... I was thinking of something like that - a 'deactivate' tag; which would show up on mod checker as a suggestion to deactivate and replace the longer commetns in the BOSS masterlist with just that tag... and a different colour sounds good too.
Pacific Morrowind

That would be brilliant :)

Presume it would apply when the Deactivate Tag is present and the ESP is NOT Mergeable to ensure that Green and Purple still get applied when the Deactivate Tag is specified.
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Yonah
 
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Post » Tue May 17, 2011 2:14 am

EDIT: And why do WB change the order of the AI Packages when importing them?


It's a bug, which I've already reported. Until it gets fixed you'll have to reorder the packs manually.
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Lynette Wilson
 
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Post » Mon May 16, 2011 11:21 pm

oh your command window does have to be cd'd (or chdir) to the location that Wrye Bash Launcher.pyw is - or use the full path to Wrye Bash Launcher (ie
C:\Python26\python.exe "C:\Program FIles\Bethesa\Oblivion\Mopy\Wrye Bash Launcher.pyw"

Pacific Morrowind

My method of opening Wrye Bash involves creating a shortcut to "Wrye Bash Launcher.pyw" then double-clicking on either the launcher or the shortcut.
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Miragel Ginza
 
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Post » Tue May 17, 2011 3:05 am

That would be brilliant :)

Presume it would apply when the Deactivate Tag is present and the ESP is NOT Mergeable to ensure that Green and Purple still get applied when the Deactivate Tag is specified.

oh it's better than that... both it and any other colour can work at the same time... done coding it up. All that's left before release (with a much needed bugfix for racepatcher too) is updating taglist.txt (only around 400 changes I think)... and updating the docs a bit

It's a bug, which I've already reported. Until it gets fixed you'll have to reorder the packs manually.

I think I've figured out how I can do it at least.

My method of opening Wrye Bash involves creating a shortcut to "Wrye Bash Launcher.pyw" then double-clicking on either the launcher or the shortcut.

yep that's the recommended unless you're doing a bug finding mission... in which case command line with the -d switch makes sure you see all error messages.
Pacific Morrowind
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Bitter End
 
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Post » Tue May 17, 2011 10:49 am

283

Ummm.....

Whoevers helping with the developement.....

Delete your Mopy/images folder or back it up and replace it with the folder from the 282 download. OR take the old or "existing folder out of the directory and rename it old images somewhere and replace them with the ones in 282. They are they higher res icons. Something got borked again in 283. It['s not a biggie complain, but the download icons for the certain icons got screwed up again.

If anyone helping with dev would do this, this will cure the problem with icons res in further updates.

So far so good with the ini.

Thanks in advance.

Metallicow
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Len swann
 
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Post » Tue May 17, 2011 11:38 am

(Maybe) bug report... I'm assuming that the bold text is the new "Deactivate" tag... (as an aside, and this is purely aesthetic, the bold is out of place... better it be a different color to remain consistent with the rest of the indicators) not just the things with "Deactivate" are getting bolded. Lots of stuff that shouldn't be is, including the Bashed Patch itself.
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Celestine Stardust
 
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Post » Tue May 17, 2011 2:54 am

(Maybe) bug report... I'm assuming that the bold text is the new "Deactivate" tag... (as an aside, and this is purely aesthetic, the bold is out of place... better it be a different color to remain consistent with the rest of the indicators) not just the things with "Deactivate" are getting bolded. Lots of stuff that shouldn't be is, including the Bashed Patch itself.


So I should deactivate the mods with bold text? :o
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Celestine Stardust
 
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Post » Tue May 17, 2011 7:01 am

Also, I'm still not sure the race import stuff is working right... the EVE_Khajiit fix is tagged for Body-F, because it changes the texture for the female body. It's also merged into the Bashed Patch, but the entire Khajiit record is still being merged into the patch, not just the texture path for the female body. I marked it NoMerge, and (even though the Race Record header says that the mods MUST be active or merged to be imported) it imported just that over top the RBP changes. The same was true for Diverse Voices.esp. That's not true, either. I have NO idea where the new texture path in the Bashed Patch is coming from. Also, I'm going crazy.

And, as an aside (but on a similar note), if I have an .esp that changes only the model and texture paths for the ears of, say, high elves, what should it be tagged with so that the entire record isn't overwritten? [EDIT] I'll bet it's graphics, isn't it?
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bimsy
 
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